Quote:
Originally Posted by Kellek
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-shrug-
I'd be ok if they nerfed all those high XP hand-ins. Belts, shoulderpads, gnollfangs, lightstones, etc. Maybe only allow a character to do a quest/hand-in once. Get rid of all the MQ sellers.
Sure it's neat to get a full level by handing in 4-5 items to an NPC, but I'd be happier if it was set up to give you a piece of useful gear, or some good money.
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I personally believe that the whole point of the gnoll fang quest, CB belts, etc. is to teach new players how to grind. It's a behavioral reinforcement to solidify habits that will get you to 60. Imagine it's the year 1999, Everquest has just come out for the first time, and there's a shitload of 15 year olds who got what they thought was going to be like a Baldur's Gate or Diablo kind of game, log in, make a character, and start running around all over the place looking for mobs. Great, but when they get to around level 10 and the game begins transitioning into a dungeon camping game, someone needs to help them understand that there are no longer places like EFP or Misty Thicket where you can run all over the zone until you find a bat or a skeleton. They need to understand that what you're supposed to be doing in this game is to sit down in a single room in a dungeon and kill everything that spawns in or around it for 10 hours. Creating a significant, repeatable quest turnin item that drops at a static camp encourages people to sit down at it and repeatedly kill spawns.
It seems archaic now, because 15 years later who doesn't understand how to grind exp? But if you think about it, WoW players really still don't. At least, the ones who didn't go from EQ to WoW when it came out. That sad, sad generation of teenagers whose sole mmo experience has been "click the LFR button, get auto-queued and zoned into a raid, rush through the halls of the zone for 20 minutes without speaking a word to anyone, click "get item," equip your new loot"